The overall work on the level design is cool, and I'm pretty impressed that that big of a scene is working nicely in Unity. There are a lot of things that could really improve the look, though:

1. I'd also like to see the car.
2. Some procedural traffic just using waypoints would be nice; even just some pedestrians generated in zones that your car is near would add a lot to the feel.
3. The flora needs to have some procedural work done to make it look more lifelike. Random rotation on the Y axis and minor variations on scale, with small rotations on the X axis would make a huge difference in terms of how real it looked. Right now, it looks very much like games from the 1990s, where trees were just billboards- a minor tweak here will probably astound you, as the flora is one of the major "hey, this isn't real" cues here

pezz and xenoargh, you guys are right but I forgot to mentioned that this project was a contract for another company. This company needed the 3D model for that part of the city, with all the materials, lights, etc, because they needed put this "game" into a Car simulator, I mean, this "game" will be in front the car windshield and all the controls will be handled with the real steering wheel and the pedals, and that´s why in the "game" there isn´t a visible car. The other company sent me a basic script that allow me drive into the scene to see how the model will work, but the final script for this car was adapted to the real simulator and works very good.

xenoargh, about the traffic, the other company who has programmers (I am an architect), they put the traffic and people routines, the same in the traffic lights, but this final version isn´t mine, so I only could post what I have done (the model, texturing, lighting and Unity3D Integration)

xenoargh about the vegetation, you are right, the vegetation looks very repetitive and only needs a few tweaks to solve like you said (rotate some planes or scale a bit into a random process), but this kind of works all ways need more time that the client has, so I had to do as much as I could within the time the client gave me, maybe when I have some spare time, I will improve the quality.

runner, thanks for your comment, this level was done in two months all by me, I do everything you see here, I been in the real place and I had to film the route. The model was done in 3ds max. The textures was done in photoshop and I created some textures based on the real buildings. The lighting was done in unity3D

bigkahuna and PoleStar Softworks, thanks for your comments, the graphics looks good, but is a shame that my video card (Geforce 9500 Gt) is too basic to handle this kind of project. But I am happy that you guys enjoyed the graphics.

bigkahuna, like you said, the steering looks too precise and the car moves like a robot but is because the framerate is to low and the car script that I am using for this video, was a basic car script that the company who contract me, sent me to test the city model. btw the final script worked very nice.

Yes, I have used googlemap photos to make the route and I have some planimetric files (Autocad) for the city and I could compare and share the information between them to make the route as real as posible. take a look to these images, here is the googlemap photos that I used.

Like you can see in the picture, there are marked the principal buildings that I had to model and the car route.

Btw, I have used the bloom effect, the vignetting, the blur effect (but doesn´t look to much), a color correction (to give a little sepia tone), SSAO and finally a contrast enhancement... that´s why mi videocard has suffered

The original video without those effects is below. Some people (the client itself) prefer this one.